//
// Fragment shader for procedural bricks
//
// Authors: Dave Baldwin, Steve Koren, Randi Rost
//          based on a shader by Darwyn Peachey
//
// Copyright (c) 2002-2006 3Dlabs Inc. Ltd. 
//
// See 3Dlabs-License.txt for license information
//

uniform float minDepth;
uniform float maxDepth;

void main(void)
{
 vec3 color = vec3( 1.0, 0.0, 0.0);
 float d =  (gl_FragCoord.z-minDepth)/(maxDepth-minDepth);
 color = vec3 ( d , d , d );	
 
gl_FragColor = vec4( color, 0.0);
}